I think I read somewhere that the rivers became miner, medium, major (they change their wide) and that this will then affect the movement cost.

Have you ever thought about how you want to solve this?

redmarkus4 -> RE: WitE Map Mod for DCCB (7/25/2012 10:53:16 PM)

quote:

ORIGINAL: Templer

I think I read somewhere that the rivers became miner, medium, major (they change their wide) and that this will then affect the movement cost.

Have you ever thought about how you want to solve this?

Not yet :)

redmarkus4 -> RE: WitE Map Mod for DCCB (7/25/2012 10:53:55 PM)

For short scenarios it won't matter.

For long ones I need to think about it.

sandman2575 -> RE: WitE Map Mod for DCCB (7/26/2012 12:41:08 AM)

Man redmarkus, you are a wonder. i guess the DC editor was made with you in mind. Nice work !

CLEVELAND -> RE: WitE Map Mod for DCCB (7/26/2012 1:07:32 AM)

Nice! Do the rivers follow a hexside (i see northwest of Cherkassy the river flows right through the middle of the hex)?

stone10 -> RE: WitE Map Mod for DCCB (7/26/2012 3:04:45 AM)

There's no roads on WITE map, so what are you going to do with roads?

redmarkus4 -> RE: WitE Map Mod for DCCB (7/26/2012 3:45:09 AM)

quote:

ORIGINAL: CLEVELAND

Nice! Do the rivers follow a hexside (i see northwest of Cherkassy the river flows right through the middle of the hex)?

No they don't. I would have to draw invisible river lines and try to map them as closely as possible to the graphic. It won't be perfect.

redmarkus4 -> RE: WitE Map Mod for DCCB (7/26/2012 3:52:54 AM)

quote:

ORIGINAL: stone10

There's no roads on WITE map, so what are you going to do with roads?

The map you see there is merely an image. I can draw anything I want over the top or on the image itself and then invisibly over the top of that.

So, I basically draw in the DCCB Editor on a transparent layer over the top of the WitE image and you will just see roads on the map when you open the game. The game will treat those as actual roads.

In fact, those are DCCB roads you're seeing in the other Editor Q&A thread, although they need to be re-positioned.

With rail I can use the routes provided by WitE and draw invisible DCCB rail lines over the top so that the game sees a rail line in the same place as the WitE line. If I create two rail classes (same properties but one opaque and one transparent) then I can also add missing rail lines to the edited map. They will look slightly different, but that's a trade off.

I'm just experimenting and I'm not convinced yet that this is the right direction to take. Some other imported images might work better, but people had expressed an interest in a WitE mod here.

redmarkus4 -> RE: WitE Map Mod for DCCB (7/26/2012 7:46:41 PM)

Voronezh

I painted out the WitE Towns but kept the cities and the DCCB towns. Rivers, roads and rail not yet edited.

will 2by3 support this? or is this already a modded wite map? looks cool!

redmarkus4 -> RE: WitE Map Mod for DCCB (7/26/2012 10:35:26 PM)

quote:

ORIGINAL: Keunert

will 2by3 support this? or is this already a modded wite map? looks cool!

Well, I'm not selling it and it's a bitmap in a game I own, not code, so I believe I can use it for modding purposes. They should take it as a compliment and recognize that it also promotes their title, sold via the same publisher.

The full size images have also been in the public domain for over a year, in the forum moderated by a rep from the developers and also accessible via at least one online Wiki.